SOL9 2.0 Class: Direct3DX11TexturedRectangle

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 * Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 
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 *  Direct3DX11TexturedRectangle.h
 *
 *****************************************************************************/

//2016/02/10 Updated


#pragma once
#include <math.h>
#include <sol/direct3d11/Direct3DX11Shape.h>


namespace SOL {

class Direct3DX11TexturedRectangle : public Direct3DX11Shape {
public:
  Direct3DX11TexturedRectangle(
        __in Direct3D11Device*           device, 
        __in Direct3D11DeviceContext* context,
        __in float width  = 1.0f, 
        __in float height = 1.0f)
  :Direct3DX11Shape(device,  context)
  {
    if (device == NULL) {
      throw IException("Invalid devie.");
    }
    if (context == NULL ) {
      throw IException("Invalid devieContex.t");
    }
 
    if (width < 0.0f || height < 0.0f) {
      throw IException("Invalid parameter"); 
    }
    // Create a vertexBuffer and an indexBuffer
    createTexturedRectangle( width, height );  
  }
  
public:
  Direct3DX11TexturedRectangle(
        __in Direct3D11Device*        device, 
        __in Direct3D11DeviceContext* context,
        __in Direct3D11Blob*          vertexShaderBlob,
        __in float width  = 1.0f, 
        __in float height = 1.0f)
  :Direct3DX11Shape(device,  context)
  {
    if (device == NULL) {
      throw IException("Invalid devie.");
    }
    if (context == NULL ) {
      throw IException("Invalid devieContex.t");
    }
    if (vertexShaderBlob == NULL) {
      throw IException("Invalid vertexShaderBlob");
    }     
 
    if (width < 0.0f || height < 0.0f) {
      throw IException("Invalid parameter"); 
    }
    // Create a vertexBuffer and an indexBuffer
    createTexturedRectangle( width, height );
    
    createInputLayout(vertexShaderBlob);
  }


  virtual const D3D11_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
  {
    return D3D11InputElements::getPosTexCoordDesc(count); 
  }
  
  void createTexturedRectangle( float width, float height )
  { 
    try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11DeviceContext* d3d11DeviceContext = getD3D11DeviceContext();
        
        D3D11PosTexCoordVertex vertices[] = {
        { XMFLOAT3( -1.0f * width,  1.0f * height, 0.0f ), XMFLOAT2( 0.0f, 0.0f ) }, 
        { XMFLOAT3(  1.0f * width,  1.0f * height, 0.0f ), XMFLOAT2( 1.0f, 0.0f ) }, 
        { XMFLOAT3( -1.0f * width, -1.0f * height, 0.0f ), XMFLOAT2( 0.0f, 1.0f ) }, 
        { XMFLOAT3(  1.0f * width, -1.0f * height, 0.0f ), XMFLOAT2( 1.0f, 1.0f ) }, 
        };
        
        UINT indices[] = {
          0,1,2,
          2,1,3,
        };

      createVertexBuffer(vertices, sizeof(vertices), CountOf(vertices));
      createIndexBuffer(indices, sizeof(indices), CountOf(indices) );
    } catch (Exception& ex) {
        ex.display();
    }
  }


  ~Direct3DX11TexturedRectangle()
  {
  }
};

}


Last modified: 5 May 2019

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